Exalted: Dragon-Blooded the Devils Journey

Character Creation

Exalted: Dragon-Blooded the Devils Journey

Mood

This will be a semi episodic campaign; while I aim to tell a story with all my campaigns how much one session relates to the next will be wholly be up to the party as the main focus of the game will center around exploration and pursuit.

Resources for Character Creation

The Following Books are allowed for character creation, these are the primarily acceptable books all others must be checked by me:

Loyalties and Starting Build

I’ve put a lot of thought into this, at the start of the game your character must be a citizen of the realm and in servos of the Wyld Hunt (see Character Affiliations for more info on this point) however you may pick any of the three starting builds you want. The realm grants automatic citizenship to any Dragon-Blooded across creation so which ever build you feel makes the most since for your character is the one you should use.

Dynasts of the Blessed Isle

Concept: Choose Concept, elemental Aspect and Motivations.

Attributes: Primary 7, Secondary 6, Tertiary 4

Abilities: Note Aspect Abilities, select three favored Abilities, players receive four specialties to distribute amongst their character’s Abilities, assign 35 – at least 13 must be in Aspect or Favored with at least one in each Favored and cannot be raised higher then 3 without spending bonus points. Dynasts must have Archery 1, Lore 2, Martial Arts 1, Melee 1, Performance 1, Presence 1, Ride 1, Socialize 2 and War 1.

Advantages: Choose Backgrounds 12 – none may be higher then 3 without spending bonus points, Characters may start with (Willpower + Compassion) Intimacies without spending bonus points, 7 Charms four must be from Aspect or Favored/Immaculate Monks get 5 Martial Arts Charms instead all must be from the same elemental tree, and 5 Virtues none higher then 3.

Advantages: Choose Backgrounds 13 – none may be higher then 3 without spending bonus points, Characters may start with (Willpower + Compassion) Intimacies without spending bonus points, Charms start with Wind-Carried Word Techniques and Elemental Bolt attack as well as 6 Charms four must be from Aspect or Favored (may not start with Immaculate Martial Arts), and 5 Virtues none higher then 3.

Bonus Points: Spend 18 points at any time during character creation + extra points earned do to house rules.

Outcastes

Concept: Choose Concept, elemental Aspect and Motivations.

Attributes: Primary 7, Secondary 6, Tertiary 4

Abilities: Note Aspect Abilities, select three favored Abilities, players receive four specialties to distribute amongst their character’s Abilities, assign 25 – at least 13 must be in Aspect or Favored with at least one in each Favored and cannot be raised higher then 3 without spending bonus points.

Advantages: Choose Backgrounds 7 – none may be higher then 3 without spending bonus points, Characters may start with (Willpower + Compassion) Intimacies without spending bonus points, 7 Charms four must be from Aspect or Favored/Outcastes with a Mentor 5 sifu who choose get 5 Celestial Martial Arts Charms instead all must be from the same elemental tree,, and 5 Virtues none higher then 3.

Bonus Points: Spend 18 points at any time during character creation + extra points earned do to house rules.

Character Affiliations

As mentioned above it is required that all characters be part of the Wyld Hunt, how much a part is up to you but I’m afraid that involvement in the Hunt is not optional. This still offers a great deal of freedom to crafting your characters ideals, remember the Hunt is but a shadow of it’s former greatness; your character could be assigned to the Hunt as punishment detail by their house, a requirement of proof of loyalty for a former Lookshyan soldier, or your character may be a true believer in the Hunt and view it as his most important and sacred duty to the Realm.

Common Maxims

The Wyld Hunt has been at it’s job for almost a millennia and has codified it’s approach to dealing with their sworn foe to a near ritualistic liturgy; the steps and partitioner’s ever changing but the fervor and intent, the approach and form all fueled by an understanding of the anathema won from the exaltation of victory and torn from the most dire of defeats. These lessons have been canonized into maxims that all members of the Hunt are deeply familiar with, though many a brash pupil and even a couple masters will gladly explain why their personal approach is superior to these hard won lessons.

Close with your enemy, the Anathema cannot stand against the might off the Dragons

If you fight the Anathema at range, they will win. At range their strength is great, up close yours is greater. Engagements at ranges less than 50 yards are to your best advantage.

Do not let the Anathema know that you are coming.

Attacks from ambush are, by far, best. You need to be able to engage and kill them before they have time to active their demonic induced powers. The less time you give them to prepare, the better chance you have to destroy them.

Slay the Anathema, do not seek to battle them.

When you move in to kill an Anathema, you should always open up with an Essence Disruption attack and then as many strikes as possible. It is entirely possible to kill an Anathema before they have a chance to use their profane powers against you.

If the grace of the Dragons is not with you, escape to kill the Anathema later.

If you are losing, run. There is no dishonor in this as long as you have made a good effort based on the teachings of the Dragons. It is not wise to throw yourself onto the altar so that the Anathema might sacrifice you to their demonic hosts.

If you cannot kill the Anathema, break his weapons and his allies.

An Anathema without gear is significantly less of a threat. Use Weapon Breaking Defensive Technique to break his Daiklave. Kill his horse, his mortal followers, and anything else that will limit his ability to harm others.

Character Bio

I request at least one page of typed bio of your character. What has your character been doing, what is its past? I want you to flesh your character out here so we don’t have a bunch of random amalgamations of dots roaming the countryside. Remember that Creation is a very expansive – you can have just about any sort of history you want, so have fun with it. The more work you put in to your character bio the better I’ll know your character and the better I’ll be able to work with you. This is also your chance to put effective history (history that might come into play during the campaign) into your character. A childhood rivalry, an ancient curse placed on your family line, you name it and we can probably work something out. These bio’s will have in-game effects that will be very important not just to your character but to you as a PC (see house rules).